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Second Life PBR – Resources

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Example PBR Materials (Chrome and Brass) on Door Knobs
Example PBR Materials (Chrome and Brass) on Door Knobs

Physics Based Rendering and glTF materials use is coming to Second Life and a project viewer already exits for testing things using the Beta Grid. This blog post is to gather resources relevant to using PBR in Second Life.


Second Life University – PBR Materials with Runitai and Kyle Linden – 9-Feb-2022

Sample PBR Materials

PBR Specifications for Second Life

  • Base Color [RGB] + Transparency [A]
  • Occlusion [R] / Roughness [G] / Metallic [B] – 3 unrelated grayscale images stored in 3 different colour channels of an RGB texture.
  • Emissive [RGB]
  • Normal [RGB] – Uses Mikkelsen Tangent Space (MIKKT) as usually used in Unity.

In order to be compliant with the GLTF specification and conform to industry norms, Alpha blending and atmospherics have been moved from sRGB Colour Space to Linear Colour Space

Creating PBR Materials in Blender

Create your materials within Blender using Principled BSDF Shader Nodes. Export them according to the Blender Documentation (see here). Note: Second Life does not support BSDF Clearcoat, Subsurface, Anisotropy or Transmission parameters at this time.

PBR Materials Components - Image from blender.org
Sample glTF Mesh Object with PBR Materials – Water Bottle
WaterBottle with PBR Material

Initial Tests of PBR Materials on Second Life Beta Test Grid (Aditi)

Initial Tests of PBR Materials on Aditi - 9-Feb-2023

Previous Mesh Content Checks

I tested out some of my previous complex mesh models, which use the old style texturing and shininess.



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